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  1. #1

    Default Biped and Bones

    Hi!

    I've got problems with a character i want to export from 3Dsmax R7 to the W3D
    file format for use within Director. The Rig is a combination of a CS Biped and
    Max regular bones - skinned with the physique modifier.
    The Biped rig works well after export, but the bones don't.
    Theres an article on Macromedias page about it:

    In 3D Studio Max, the skeleton either can be built in a hierarchy that uses
    Max bones, or it can be a Character Studio biped. It cannot be a skeleton
    comprising both. The biped and bones system each have a root node in Shockwave
    3D, so if you append bones to a biped, you will have more than one root node,
    resulting in the loss of animation on one of them. As a workaround, build the
    systems separately and export them in the same file; they can be joined later
    by the Lingo programmer.

    However - for me it works! the Bones are animated... Perhaps it's because i
    added the bones into the Biped Hirarchy - so they have the same rootnode as the
    Biped...
    But unfortunately the bones dont animate RIGHT! Alhtough the bones animate and
    the skinned vertices floolow that animation, the bones do not rotate arround
    the pivot they're supposed to do so. Instead of rotating arround the pivot of
    the bone (at the bones root) they rotate arround some other pivot - displaced
    to somewhere else)!


    Does anyone know that Problem or knows how to fix it? i mean - if you for
    example want to create a character with Facial Animations using
    CharacterStudio, then you also will need Bones for the face rig... and this has
    been done before i saw some examples - so it must be possible..

    every hint will be appreciated! thanks

    greengnu Guest

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  3. #2

    Default Re: Biped and Bones

    Try this.
    In Max select all objects, the select group, then export.
    Jmvr Guest

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